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Ground poly export?

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89
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newzealand
image.jpeg
Hey everyone, don't know if this is the right place to post this, but I am going crazy. Literally.

The ground polygon for a scenery I'm working on is complete. Looks great, no issues. Expect, now I've exported it from blender, and have it open in model converter X. I can see the textures, the layout everything. Looks great. But now I am stuck. I can see it in MCX, but can't export it to the sim? I've spent hours every day for the last week and can't figure it out. I've read tutorials, watched videos, did it step by step and still fail, but they seem to get it working.... Any help would be beyond appreciated. Thanks
 
I watched the videos of Austin Sass and they helped me a lot. For the Ground Polygons it is this one:


The exporting starts around 01:32:30. At least this worked perfectly fine for me.
 
Ok I get that your polygon won't show in the sim. Very vexing, I'm sure we can get you all fixed up. Now think, is there anything you left out? Any small detail from all those hours of attempts that would distinguish your problem from say, anything else in the world that doesn't work? Maybe the version of the simulator, the procedure you followed, what steps you took that make you think it should work. You might even upload a sample of what you have developed so far.
 
I can think of a number of reasons why it does not show up:
- Have you converted the textures to a format that FS9/FSX/P3D/FSXSE understands? I mean 16-bit BMP's or DDS'es of the right size 128x 128, 256x256,... 2048x2048?
- Have you pointed MCX to the right paths in its options to all it needs to compile?
- Have you exported it as a model first and then used the Ground Poly Wizard to convert into a FS9/FSX/P3D groundpoly BGl?
- ....
I probably missed out some possibilities because of the lack of info Rick pointed out also.
 
Thanks for your replies.
I am very confident I haven't missed anything out, but it's highly possible. I am currently on holiday, but I'll be back soon (first week of August). I will then step by step go though, send you pictures and make sure I don't miss, what probably is a very basic step. Thanks again.
 
@robystar Hello Rob. One thing from you reply interests me a bit. My some textures are of the size 2048x512 or 2048x86. Can it be an issue? Does it always have to be 2048X2048?
 
No, they don't have to be always 2048x2048 but both numbers have to be a power of 2. So your 2048x512 should be fine, 2048x86 isn't. ModelconverterX has a very easy tool to convert the textures properly.
 
Hi everyone, So I have followed exactly the procedure that has to be followed and not sure what I am missing. I will write down the steps that I have followed.
1. I made the planes accordingly in blender over the satellite image that we had.
2. I uv mapped the textures on to the planes in blender itself. for example: taxiways, taxiway lines, etc. All the texture sizes are in the power of 2 and are .jpg files
3. I exported it from blender in .dae format and imported it using the ground polygon wizard in Model converterX. I used the material editor to add the respective textures to the planes.
4. I set the paths for scasm, bglcompiler, Shp2vec and other needed ones in options par of MCX.
5. I set the paths for Scenery and Texture folder of our scenery, where it needs to place the bgl and the converted textures file in .dds format.
6. I then added the coordinates, altitude and heading from the airport design editor x to ground polygon wizard. Then, I set the priority order for the textures. For example: base first and then the taxiwaylines, etc.
7. Then I clicked on convert which places all the texture files in .dds format into Texture folder of the scenery and the .bgl file into the scenery folder....While I did all this, there are absolutely no errors or warnings showed by MCX.
8. I opened up my sim and added the folder with scenery and texture into the scenery library at the top of it.
9. The ground polygons does not show up in the sim.. :(

I have uploaded what I see in blender.

Can someone please help me and my team? Where exactly are we going wrong? Are we missing something really obvious?
Thanks a lot!

Regards,
Ablai, Ved, Eric
 

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I think you're really close, you don't appear to have missed anything so it is a small detail, like your polygon is just under the surface, on the exact opposite side of the Earth, or maybe there but invisible from texture issues, but I do think you almost have it. Maybe you could import your completed .bgl into MCX and tell if it looks ok there. Or you could upload it for examination.
 
Hi,

Let's check two basic things, did you enter the altitude in meters? And positive coordinates are N and E, did you double check that (so S and W are negative).
 
Hello everyone,

Yes I have entered the altitude in meters as given by the ADEX. Here is an image which shows the information given by ADEX for the airport. This is exactly what I have entered in MCX as well. I have also attached what I see after importing the .BGL file into MCX...Everything looks good there but I can see one warning which I am unable to understand. I have attached what I see in the 3D preview and event log of MCX after importing the .BGL file.
cap.JPG
cap2.JPG
cap3.JPG
 
That warning looks normal.

After loading the bgl in MCX again, can you open the placement editor and check if the position is where you wanted it? It will show you a map.
 
So I found the map editor and checked the placement...and it is exactly where it should be. I have attached the screenshot of the map.
Untitled.png
 
To get the runway coordinates (the center) the best method is to use Airport Design Editor (ADE) which is opened in your background of this image above my reply, take the Latitude and Longitude and place it in the Wizards - Ground Polygon Wizard with all the informations with the altitude and heading, wish you all the best, SKSim :)
 
You opened the dae with the GPW? Is that possible? Or did you import the dae, then made an mdl and opened the mdl in the GPW?
 
exported the file file from blender as .dae and the imported it in MCX GPW....after that I exported the .BGL file from MCX to the scenery folder
 
Would you mind first saving the dae as an mdl and then open that mdl with the GPW? Just to make sure that that is not the problem(or is)?
 
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